Some of you here are misunderstanding the discussion!
You are too focused on the copy paste thing, for witch we dont tolk about it !
Nobody here is saying that liked the copy paste thing! People are saying that they liked the big zone worlds witch were in version 1.0 including me, if instead they did not copy paste in those zones and made them unique it would be sooo much better and you could explore so much more and not to go from one little squere to another with laoding screen! The chocobob transportation is pointless, reason is that the zone fields are small !
And we are speaking for no loading screen when you go from city to the field zone and the opposite! We did not say that in version 1.0 did not have loading screens!
How a purson can like this black loading screen...you really want to tell me that you like more to sit in front of the laoding screen doing nothing, instead of going down the stairs, across the bridge and then into the filed with you char.. ? In Gridania as an example to go from one part of the city to the other you need to laod again ....why i ask you why !! And why in Uldah do i need to have a loading screen befor i enter the zone filed when i can see it true the gate and simply make 2 steps and im out !!
Except ... You can't have one without the other.
One other huge problem with MMOs that have large open worlds, is zone expansion. WoW is a huge culprit in this. Every new area they implement into WoW is in its own little server. It is impossible to reach those areas on foot.
Having a super large base world is fine and dandy, until you want to make it bigger.
Now, FFXIV has a huge advantage over the 'large overworld map' design with its smaller subzones. There is nothing stopping the devs from putting a zone smack in the middle between say Central Shroud and North Shroud. All they need to do is change the North Shroud zoneline to the new zone, and a North Shroud exit on the other side of this new zone, on the World Maps, this zone would be directly on the connection path between the existing zones, giving a reason for this zone to connect the way it does.
You also avoid having entire servers go down all at once during large events (Odin im looking at you), because the subzones can go down individually without taking out everything with it.
Classic example of the above is the new Housing Areas. They needed a space to put it, so they made the space, picked a suitable location on the world map and put a zone line in a nearby zone. The subzones themselves are also expandable, shaded areas of the maps can be brought out, much like Crystal Tower did.
And finally, the maps aren't the same because Bahamut destroyed half of Eorzea. Zones accessible previously aren't accessible now because the inhabitants of Eorzea themselves can't reach them. The area beyond the Frozen Waterfall as an example.
EDIT: How could i forget, with the large overworld design, adding new areas is limited entirely on the geometry of the surrounding areas.
Last edited by Sylve; 01-06-2014 at 01:56 PM.
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